365f45397b
At this point all sfx should be able to detect underwater
2022-07-04 18:07:14 +02:00
088d1cfe9d
Remove debug lines, re-mix some sfx, add crafting sfx, separate inv event sfx into spatial and nonspatial
2022-07-04 18:07:13 +02:00
234ed5afb2
Rain occlusion projection matrix
2022-07-04 18:07:13 +02:00
79cac935c8
Added rain occlusion
2022-07-04 18:07:11 +02:00
b3200ed89f
More ambience :)
2022-07-04 18:07:10 +02:00
c4239e074f
Prevent unnecessary running of code
2022-07-04 18:07:09 +02:00
aafd13508d
Completely redoing ambient sound again.
2022-07-04 18:07:08 +02:00
16ca1410be
Remove extraneous sfx code
2022-07-04 18:07:08 +02:00
ca815f25a1
merging some UI sfx from a now-dead branch
...
Merge part 2
merge part 3
Merge part 4
merge part 5
2022-07-04 18:07:07 +02:00
b578f0231f
Interpolate in client
2022-07-04 18:07:06 +02:00
4fa2644507
Interpolate weather in voxygen
2022-07-04 18:07:04 +02:00
e37f2be820
Put rainbows behind experimental
2022-07-04 18:07:03 +02:00
99c76be297
added sound for rain
2022-07-04 18:07:02 +02:00
273c5ed2f0
Temporary noise solution
2022-07-04 18:07:00 +02:00
67683f315f
Put rain behind expiremental shader
2022-07-04 18:06:59 +02:00
9c84a20cef
better sim
2022-07-04 18:06:58 +02:00
78c1de19cf
More accurate weather sim
2022-07-04 18:04:39 +02:00
6585ef1513
weather dependant music
2022-07-04 18:11:43 +02:00
b7c0196129
Server weather sim
2022-07-04 18:11:41 +02:00
16c5c657cc
Fix mimalloc for hot reloading
2022-07-04 10:08:27 +00:00
57d6b4a55f
Switch to mimalloc on windows
2022-07-04 09:15:18 +02:00
69452294a7
Added Engine Performance EGUI window
2022-07-03 23:05:53 +01:00
7cee43b32d
Added egui plot showing the count of chunks pending meshing
2022-07-02 22:36:56 +01:00
54f6f278a0
Include an associated Config type in the atlas trait which is provided when creating the atlas
2022-07-01 23:47:42 -04:00
95f17a6d22
General cleanup, remove local dependency, switch to u16 from i32 in several places, avoid guillotiere types in atlas API (one spot still remains)
2022-07-01 23:47:42 -04:00
16461cfcba
Cleanup atlas allocator work, remaining TODO:
...
* refactor meshing and trait API to replace guillotiere types
* associated config type on atlas trait
* investigate other areas of sprite performance like LOD scaling (i.e.
there are now significant gaps in between meshing)
2022-07-01 23:47:41 -04:00
5e5f7885e5
Tiled guillotiere allocator for sprites working
2022-07-01 23:47:41 -04:00
b1f5fc01db
Before removing variable size edge tiles
2022-07-01 23:47:41 -04:00
59aacc3fd8
Remove some bottlenecks.
2022-07-01 20:41:59 -07:00
0bd08b1f9e
Merge branch 'socksonme/rework_sct' into 'master'
...
Rework SCT
See merge request veloren/veloren!3126
2022-07-02 02:42:42 +00:00
6c8970f6fd
Merge branch 'imbris/voxygen-compile-time' into 'master'
...
Improve voxygen compile time with small tweak
See merge request veloren/veloren!3449
2022-07-01 08:22:05 +00:00
e9ed7007ec
Convert hashmap to array of SpriteConfigs to ensure we keep quick lookup times since this is queried for every block when processing a new chunk,
2022-07-01 03:34:35 -04:00
291a424b4e
This seems to save at least 30 seconds (out of 90 to 120 secs) when tweaking TILE_SIZE in voxygen/src/mesh/greedy.rs (NOTE: I did some more timing, see associated MR description)
2022-06-30 00:11:04 -04:00
6a355c58f2
Remove instance from PoiseChange
2022-06-29 18:36:05 +03:00
da0baa674f
Remove hp_floaters whenever they wouldn
2022-06-29 17:31:59 +03:00
b7a718cb99
Remove old comments
2022-06-29 17:31:58 +03:00
f048600335
Add back old i18n + some small fixes
...
- Fix .filter() for combo_floater
- Rename sct_inc_dmg_accum_duration to sct_inc_dmg, as it was in the
wrong place
to rebase
2022-06-29 17:31:58 +03:00
f6189a61f2
Address review - addendum
...
- `BlockFloater`s and `ComboFloater`s don't store the owner anymore,
`ExpFloater` still does, however the field is used to prevent
accumulating old floaters with new ones. This change also makes it so
that if the client changes entity, they keep the old entity's
floaters.
- The `combo_floaters` field is now `combo_floater` plus it now uses an
Option<ExpFloater>.
- Changed `handle_health_change` to change the health even if the entity
does not have a `Pos` or `Uid`, now uses `emit_now`combo_floater` plus
it now uses an Option<ExpFloater>.
- Changed `handle_health_change` to change the health even if the entity
does not have a `Pos` or `Uid`, now uses `emit_now`
- Changed some comments
2022-06-29 17:31:58 +03:00
2c5fd06d0b
Address review
...
- Change hp_pulse to not be framerate dependent
- Change some of the HpFloater checks to be inside the find() function
- Remove unnecessary join
- Add back option for showing incoming damage + add option for
experience accumulation
- Change `ExpFloater`s to not store the owner, as they are only shown
for the player (will have to see if the implementation is correct so
that it may be applied to the other floaters)
- Rename `Outcome::Damage` to `Outcome::HealthChange` and `DamageInfo`
to `HealthChangeInfo`
- Update some outdated comments/documentation
2022-06-29 17:31:58 +03:00
8feaea5cdf
Exp floater accumulation + ignore all below 0.1
2022-06-29 17:31:57 +03:00
eabbfe6a51
Remove damage batch option + crit_mult
2022-06-29 17:31:54 +03:00
29ce64b4f5
Small changes to hud
2022-06-29 17:31:43 +03:00
0e84794217
change font size formula to not use crit_mult + use ints for change by check
2022-06-29 17:31:43 +03:00
3d2dcbf894
Revert some changes
2022-06-29 17:31:43 +03:00
559d5ca804
Some changes to DamageSources + various code qual changes
2022-06-29 17:31:43 +03:00
762b726d21
basic i18n for english + code touchups
...
Getting Invalid Probability error when attacking a lot of enemies - needs to be checked out
2022-06-29 17:31:42 +03:00
ddf0ba6dd6
Small UI changes + fix hurt animation
2022-06-29 17:31:41 +03:00
5533d139bc
Slider for accumulated damage duration
2022-06-29 17:31:41 +03:00
5360a7c93e
Tons of code quality changes, added damage rounding option
2022-06-29 17:31:37 +03:00
64f0f05608
Fixed bug with healing above 5.0 and preparing for options
2022-06-29 17:31:10 +03:00